blender

Verified·Scanned 2/18/2026

Avoid common Blender mistakes — transform application, modifier order, UV seams, and export settings for game engines.

from clawhub.ai·vfe50cfd·3.0 KB·0 installs
Scanned from 1.0.0 at fe50cfd · Transparency log ↗
$ vett add clawhub.ai/ivangdavila/blender

Transforms

  • Apply scale before export — Ctrl+A → Scale, or objects deform in game engines
  • Apply rotation for correct orientation — especially for rigged models
  • Non-uniform scale breaks modifiers — apply scale before Mirror, Bevel, etc.
  • Reset transforms: Alt+G/R/S — location, rotation, scale to defaults

Object vs Edit Mode

  • Object mode transforms affect whole object — Edit mode transforms geometry only
  • Modifiers applied in Object mode — Edit mode shows base mesh
  • Selection works differently — Object selects whole, Edit selects vertices/edges/faces
  • Tab to toggle — most operations mode-specific

Normals

  • Flipped normals = invisible faces — Shift+N to recalculate outside
  • Check in Viewport Overlays → Face Orientation — blue is correct, red is flipped
  • Ctrl+Shift+N for flip inside — useful for interior scenes
  • Smooth shading issues = bad normals — recalculate first

Modifiers

  • Order matters — Mirror before Subdivision, Bevel before Mirror typically
  • Apply modifiers for export — game engines don't understand Blender modifiers
  • Array + Curve = deformation issues — apply Array first, then Curve
  • Subdivision preview vs render levels — set same for consistent export

UV Unwrapping

  • Mark seams where texture can split — Ctrl+E → Mark Seam
  • Seams at hidden areas — under arms, behind ears, model edges
  • U → Unwrap after marking — Smart UV Project as fallback
  • Check UV overlap — causes baking issues, separate islands

Origin Point

  • Origin affects rotation/scale pivot — Right-click → Set Origin
  • Origin to geometry for centered pivot — Origin to 3D Cursor for precise placement
  • Origin matters for game engine import — often should be at feet/base

Export for Game Engines

  • FBX or glTF for Unity/Unreal — glTF for web
  • Apply transforms on export — "Apply Scalings: FBX All" for Unity
  • Forward axis: -Z Forward, Up: Y Up for Unity — different for Unreal
  • Embed textures or pack separately — depends on workflow

Python API (bpy)

  • bpy.context is current state — selection, active object, mode
  • bpy.data is all data — access any object by name regardless of selection
  • bpy.ops are operators — require correct context (mode, selection)
  • Override context for operators — {'object': obj, 'selected_objects': [obj]}
  • Most ops need Object mode — bpy.ops.object.mode_set(mode='OBJECT') first

Common Mistakes

  • Duplicate with Alt+D creates linked copy — changes affect both, use Shift+D for independent
  • Delete vs Dissolve — Delete removes geometry, Dissolve merges (Edit mode)
  • Proportional editing left on — affects unexpected vertices, check header
  • Subdivision on high-poly crashes — start with Levels: 1, increase gradually
  • Materials not linked to object — won't export, must be assigned to faces